Difference between revisions of "Armor"

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("water walking" -> "water-walking")
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*[[Shield of reflection]], possibly, if you don't wish to [[two-weapon]].
 
*[[Shield of reflection]], possibly, if you don't wish to [[two-weapon]].
 
*[[Gauntlets of power]] for combat; [[gloves of dexterity]] for spellcaster.
 
*[[Gauntlets of power]] for combat; [[gloves of dexterity]] for spellcaster.
*[[Speed boots]] or [[jumping boots]]; [[water walking boots]] in a [[bag]].
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*[[Speed boots]] or [[jumping boots]]; [[water-walking boots]] in a [[bag]].
  
 
[[Category:Armor| ]]
 
[[Category:Armor| ]]

Revision as of 05:57, 27 July 2006

Armor is a number one concern for the hero entering the dungeon. It is the only thing between you and instadeath by sheer melee. Wearing armor is the simples way to improve one's armor class.

At the outside, there are 7 slots for armor: helm, cloak, body armor, shirt, shield, gloves/gauntlets, and boots. Excepting elven armor and a wizard's cornuthaum, armor may only be enchanted up to +5; elven equipment and cornuthaums may be enchanted to +7. Thus, by using armor alone, the maximum protection is -44, or 54 points of protection. In practice, it is often somewhat below this, as characters give up a better AC for other protections and advantages. For example, a +5 shield of reflection will give 7 AC and reflection, but SDSM will give 14 and reflection, and allow two-weaponing. Likewise, high boots and iron shoes will give 2 AC, but speed boots will give 1 and "very fast" speed.

The typical combination of armor in an ascension kit is